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Xaosseed
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Previous campaign was a decent knock-around game - run with Brancalonia so drawn steel led to 5e combat with all its flaws and extravagant abilities and less than that was Brancalonia Brawl rules fisticuffs which could be very entertaining, could be a bit of a drag depending on how the players leaned into it and how interesting the surroundings were.
The factor that ended that campaign originally was the destabilisation of the smallest householders sleeping schedule which wiped out the predictable late evening slot this campaign lived in. Recently that sleep schedule has restabilised and the time slot has opened up again - I would like to get some more gaming in, all the old players I spoke with remain keen but ... I felt not fully enthused to just fire it back up as was.
Kicking it around a bit, I think my issue is that I do not want to run 5e yet again; the fantasy super-heroes vibe of 5e (let alone 5.5e) is not what I want - too much magic-driven problem-crushing, not enough cunning use of terrain and trickery or desperate schemes and risks.
To test this, I am going to try re-booting the campaign with 2d20 Conan - I liked what I got from the 2d20 Klingon session I ran and I think there is potential here for the 'momentum/doom' collective pool to capture the right sort of 'all in this together' vibes that the campaign already leaned towards.
On 2d20 and doom pools
I got most of the Conan 2d20 back catalogue from a bundle but I think the quickstart guide should be enough to get going.
I think the attributes and skills side of things for character building should be manageable for the players, the 2d20 system I think I can walk them through and the key thing that is giving me the pep to actually run this is the whole 'doom pool' use to run adventures as a DM.
I have player experience with Spire which has those narrative gaming tools - various classes flex their abilities and suddenly there is (always was) a party, a corpse, a weapon, a clue. I am a pretty well practiced D&D GM where, to my perception, the situation is set and then revealed as the players encounter it. The narrative-gaming approach of players shoe-horning true facts in always rubbed me the wrong way, remembering arguments about tangents and derailing around game tables back in the day. I should get over this - if I am fine with anti-blorbo style player generated facts, then why not have those be active abilities?
My twitch about the doom pool is that I am hesitant to randomly crank up the difficulty of an encounter as the encounter progresses - pre-set triggers, sure, things that were already there, sure - but I have the 'oh, you are having a hard time, I halve the hit points' or 'oh, I have not gotten to use the big bosses fancy move, that attack does not kill him' - if feels like the worst type of squidgy, vibe-driven gaming that makes a mockery of players agency and effort.
The doom pool is a clearly visible to players warning that things could be about to get tough so they can gird themselves appropriately. It is permission to me as the DM to turn the screws without people getting sore that I am just ignoring the efforts they have put in to take down a foe.
Fit for purpose
The original Southern Reaches campaign was a goofball campaign with some of the most adorably raggedy characters I ever had turn up to my tables. The premise for it all was the staff of a great noble house stole the silver and ran off together and all washed up together at a tavern in the aforementioned Southern Reaches. A rolling open-table cast got up to dungeon delving, hex-crawling and political finagling with very few fatalities though a lot of fisticuffs were thrown and wild flights made.
I think the collective meta-currency of momentum, though designed for the desperate deeds of sword-and-sorcery games, could fit well to this campaign, encouraging the 'hang together' desperate band of desperadoes vibe - they might get things done if they all play their part - more than the approach I had previously of using gritty realism. Gritty realism worked to a point, people used their significant arsenal of magical powers sparingly, but it still meant that when they got to a serious fight they had that 'go nova' capability in their back pocket - they could always just bludgeon their way out.
I am having trouble fully articulating what aspect of the playstyle of that campaign seems such a good fit with the 2d20 system but my instincts are telling me it ought to be, so I think that is worth testing. Perhaps a few games in I will be better able to describe exactly why it works.
Continue reading...
The factor that ended that campaign originally was the destabilisation of the smallest householders sleeping schedule which wiped out the predictable late evening slot this campaign lived in. Recently that sleep schedule has restabilised and the time slot has opened up again - I would like to get some more gaming in, all the old players I spoke with remain keen but ... I felt not fully enthused to just fire it back up as was.
Kicking it around a bit, I think my issue is that I do not want to run 5e yet again; the fantasy super-heroes vibe of 5e (let alone 5.5e) is not what I want - too much magic-driven problem-crushing, not enough cunning use of terrain and trickery or desperate schemes and risks.
To test this, I am going to try re-booting the campaign with 2d20 Conan - I liked what I got from the 2d20 Klingon session I ran and I think there is potential here for the 'momentum/doom' collective pool to capture the right sort of 'all in this together' vibes that the campaign already leaned towards.
On 2d20 and doom pools
I got most of the Conan 2d20 back catalogue from a bundle but I think the quickstart guide should be enough to get going.
I think the attributes and skills side of things for character building should be manageable for the players, the 2d20 system I think I can walk them through and the key thing that is giving me the pep to actually run this is the whole 'doom pool' use to run adventures as a DM.
I have player experience with Spire which has those narrative gaming tools - various classes flex their abilities and suddenly there is (always was) a party, a corpse, a weapon, a clue. I am a pretty well practiced D&D GM where, to my perception, the situation is set and then revealed as the players encounter it. The narrative-gaming approach of players shoe-horning true facts in always rubbed me the wrong way, remembering arguments about tangents and derailing around game tables back in the day. I should get over this - if I am fine with anti-blorbo style player generated facts, then why not have those be active abilities?
My twitch about the doom pool is that I am hesitant to randomly crank up the difficulty of an encounter as the encounter progresses - pre-set triggers, sure, things that were already there, sure - but I have the 'oh, you are having a hard time, I halve the hit points' or 'oh, I have not gotten to use the big bosses fancy move, that attack does not kill him' - if feels like the worst type of squidgy, vibe-driven gaming that makes a mockery of players agency and effort.
The doom pool is a clearly visible to players warning that things could be about to get tough so they can gird themselves appropriately. It is permission to me as the DM to turn the screws without people getting sore that I am just ignoring the efforts they have put in to take down a foe.
Fit for purpose
The original Southern Reaches campaign was a goofball campaign with some of the most adorably raggedy characters I ever had turn up to my tables. The premise for it all was the staff of a great noble house stole the silver and ran off together and all washed up together at a tavern in the aforementioned Southern Reaches. A rolling open-table cast got up to dungeon delving, hex-crawling and political finagling with very few fatalities though a lot of fisticuffs were thrown and wild flights made.
I think the collective meta-currency of momentum, though designed for the desperate deeds of sword-and-sorcery games, could fit well to this campaign, encouraging the 'hang together' desperate band of desperadoes vibe - they might get things done if they all play their part - more than the approach I had previously of using gritty realism. Gritty realism worked to a point, people used their significant arsenal of magical powers sparingly, but it still meant that when they got to a serious fight they had that 'go nova' capability in their back pocket - they could always just bludgeon their way out.
I am having trouble fully articulating what aspect of the playstyle of that campaign seems such a good fit with the 2d20 system but my instincts are telling me it ought to be, so I think that is worth testing. Perhaps a few games in I will be better able to describe exactly why it works.
Continue reading...